Hellish Creature

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'Hellish Creature' is an inherited template that can be added to any creature, subject to DM approval. Hellish is a stronger variant of the 'Fiendish" template, and has all of the features of the Fiendish template plus their terrible Malediction power. A Fiendish creature is assumed to be tainted by some dire evil bloodline at some point in their past. A Hellish creature has the same evil stain, but it is much stronger, and their is much more Fiendish power in their bloodline. Hellish creatures are thus even more nasty than their Fiendish cousins. Can be used in all cases in the same ways as Fiendish, except with more 'oomph'. A tribe of Fiendish Ogres may have all their tribal leaders with a Hellish template, for example. Similarly, a demon-worshipping cult may grant the Fiendish template to their lower-level members, while the especially favored ones are granted the Hellish template. Devils granting wishes may grant the Fiendish or Hellish template to their bargainers, Dark Gods may grant Hellish to their woshippers/victims, etc, etc.

A Hellish Creature uses all of the base creature's statistics and abilities except as noted below.

CR

Same as base creature +2.

Size and Type

The creature's Size does not change. It's Type remains the same but it gains the subtype Hellish.

Senses

All senses such as scent, tremorsense, keen hearing, etc are unchanged.

Armor Class

Hellish Creatures gain +1 AC.

Hit Dice

No changes.

Defensive Ability

A Hellish Creature gains the following abilities, which may be added to their Bestiary entry:

Aura: - Same as Base Creature

SR: - Same as Base Creature

Special Defenses: The Hellish Creature gains ER Fire, Sonic, and Electricity equal to its adjusted CR. It also gains DR/good equal to its adjusted CR.

Immunities: Same as the base creature, except any keywords of 'good' are changed to 'evil' and vice versa.

Weaknesses: Same as Base Creature

OUT OF COMBAT

Same as base creature, only worse. If applied to a nice or good creature, all positive or redeeming features are now the opposite, and really terrible, to boot.

Speed

A Hellish Creature's base speed improves by ten feet in all movement categories it has.

Melee Attacks

A Hellish Creature retains all the base creature's attacks .

Damage

No changes.

Space and Reach

No Changes.

Offensive Ability

A Hellish Creature gains the following abilities, which may be added to their Bestiary entry:

Smite Good(Su)

Once per day, as a swift action, a Hellish creature may choose one good-aligned creature to Smite. Once it has declared its Smite target, it adds a +3 bonus to melee attack rolls, and a damage bonus equal to its Hit Dice (based on it's adjusted CR) . Smite persists until the target is dead or the Hellish creature rests.

Malediction(Su)

Once per round, as a swift action, a Half-Fiend creature may pronounce a Malediction. This is a Supernatural ability with a range of 50 feet, which requires the target to hear the Hellish creature to take effect(line of effect but not line of sight is required). If directed at a good-aligned enemy creature, it inflicts points of Negative Energy damage, and inflicts the Antagonized condition upon the victim. If the victim makes a Will save against a DC of , the Negative energy damage is unaffected, but the Antagonized condition is reduced to Vexed.

If instead, the Malediction is directed at an Evil-aligned ally creature, it heals the creature for points of damage.


Ability Scores

No changes.

Base Attack Bonus

No changes.

Maneuver Offense and Maneuver Defense

No changes.

Feats

Skills

Sense Motive, CR+10, for use with Smite Good, above. Note that also makes summoning Hellish creatures for enlightened purposes a bit of a challenge....

Combat Tactics

Hellish creatures will typically use their base creature abilities as noted. In addition, they will choose a Smite target, and then pronounce Maledictions on that target to force them to fight the Hellish Creature and not switch targets away from their active Smite. If they do not have a Smite target yet and their allies are injured, they will pronounce maleditions to heal their allies, or, pronounce Maledictions on enemy spell casters and ranged attackers.